/*
 * GLUT Shapes Demo
 *
 * Written by Nigel Stewart November 2003
 *
 * This program is test harness for the sphere, cone
 * and torus shapes in GLUT.
 *
 * Spinning wireframe and smooth shaded shapes are
 * displayed until the ESC or q key is pressed.  The
 * number of geometry stacks and slices can be adjusted
 * using the + and - keys.
 */

#include <GL/glut.h>

#include <stdlib.h>
#include "Plane.h"
#include "glm.h"
#include "tgaload.h"
#include "Scenario.h"

//Variaveis de objeto

Plane* aviao = NULL;
Plane * babylon;
Plane * terminator;
Scenario cenario;

/* GLUT callback Handlers */

static void resize(int width, int height)
{
    if(height == 0) height = 1;
    float ratio = 1.0* width / height;

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
    glViewport(0, 0, width, height);
	gluPerspective(25, ratio, 1, 1000000);
	glMatrixMode(GL_MODELVIEW);
}

static void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode (GL_MODELVIEW);
	glLoadIdentity ();
	gluLookAt ( 0.0, 0.0, 0.1, 0.0, 0.0, -1, 0.0, 1.0, 0.0 );
	glTranslatef(0,0,-5);
    aviao->draw();
    cenario.draw();
    glutSwapBuffers();
}


static void key(unsigned char key, int x, int y)
{
    switch (key)
    {
        case 27 :
            exit(0);
            break;
        case 'a':
            aviao->turn_right();
            break;

        case 'd':
            aviao->turn_left();
            break;
        case 'w':
            aviao->turn_up();
            break;
        case 's':
            aviao->turn_down();
            break;
        case '+':
            aviao->acelera();
            break;
        case '-':
            aviao->freia();
            break;
    }

    glutPostRedisplay();
}

static void idle(void)
{
    glutPostRedisplay();
}

const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };

const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };

/* Program entry point */

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    babylon = new Plane( "Babylon/Babylon.obj", "Babylon/Babylon.tga", 7);
    terminator = new Plane("Terminator/Terminator.obj", "Terminator/Terminator.tga", 8);
    aviao = babylon;
    glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);

    glClearColor(1,1,1,1);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glShadeModel (GL_SMOOTH);

    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);

    glutMainLoop();

    return EXIT_SUCCESS;
}
